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                    建模工具
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                    API Piece
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          <a class="nav-link p-0" href="/unity-creativecore-animation/"><h6>Unity Creativecore Animation</h6></a>
        
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                    Init
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          <a class="nav-link p-0" href="/unity-creativecore-lighting/"><h6>Unity Creativecore Lighting</h6></a>
        
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                    Init
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          <a class="nav-link p-0" href="/unity-creativecore-shader/"><h6>Unity Creativecore Shader</h6></a>
        
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    <li><a href="#创建石像鬼敌人">创建石像鬼敌人</a></li>
    <li><a href="#实现被石像鬼抓住1">实现被石像鬼抓住1</a></li>
    <li><a href="#实现被石像鬼抓住2">实现被石像鬼抓住2</a></li>
    <li><a href="#添加幽灵敌人">添加幽灵敌人</a></li>
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<p>2024.09.2</p>
<h2 id="创建石像鬼敌人">创建石像鬼敌人</h2>
<ol>
<li>从 Assets/Models/Characters/Gargoyle.fbx 创建 Hierarchy/Gargoyle ，再创建为预制体 。将 Hierarchy/Gargoyle 调整位置</li>
<li>创建 Assets/Animation/Animators/Gargoyle.controller （AnimatorController），进入 Animator 窗口，将 <a href="mailto:Assets/Animation/Animation/Gargoyle@Idle.fbx">Assets/Animation/Animation/Gargoyle@Idle.fbx</a> 拖拽进去与 Entry 相连</li>
<li>将 Gargoyle.controller 拖拽到 Gargoyle 预制体的 Animator 组件的 Controller 上</li>
<li>预制体添加 Capsule Collider 组件，将 Center Y 改为 0.9 ，Radius 改为 0.3 ，Height 改为 1.8</li>
<li>预制体添加子对象 Empty 改名为 PointOfView ，将位置放置于 Gargoyle 两眼之间，然后再向下（地板）旋转一定角度。调整的时候保证是在 Local 模式下</li>
<li>PointOfView 添加 Capsule Collider 组件，如图示意的设置参数，使其向下有一个碰撞区域</li>
</ol>
<p><img src="PointOfView.png" alt="alt PointOfView"></p>
<ol start="7">
<li>PointOfView 的 Capsule Collider 组件勾选 Is Trigger</li>
</ol>
<h2 id="实现被石像鬼抓住1">实现被石像鬼抓住1</h2>
<ol>
<li>复制 ExitImageBackground 及其子对象，改名为被抓的相关意思，将图片换成 Assets/Textures/UI/Caught.png</li>
<li>创建 Assets/Scripts/Observer.cs</li>
</ol>
<div class="highlight"><pre tabindex="0" style="color:#272822;background-color:#fafafa;-moz-tab-size:4;-o-tab-size:4;tab-size:4;"><code class="language-cs" data-lang="cs"><span style="display:flex;"><span><span style="color:#00a8c8">public</span> <span style="color:#00a8c8">class</span> <span style="color:#75af00">Observer</span> <span style="color:#111">:</span> <span style="color:#111">MonoBehaviour</span>
</span></span><span style="display:flex;"><span><span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>    <span style="color:#75715e">// 玩家</span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">public</span> <span style="color:#111">Transform</span> <span style="color:#111">player</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>    <span style="color:#75715e">// 游戏结束的脚本</span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">public</span> <span style="color:#111">GameEnding</span> <span style="color:#111">gameEnding</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>    <span style="color:#75715e">// 判断玩家是否进入视线（碰撞体范围）</span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">bool</span> <span style="color:#111">m_IsPlayerInRange</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>    <span style="color:#75715e">// 碰撞体相交</span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">void</span> <span style="color:#111">OnTriggerEnter</span><span style="color:#111">(</span><span style="color:#111">Collider</span> <span style="color:#111">other</span><span style="color:#111">)</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>        <span style="color:#00a8c8">if</span> <span style="color:#111">(</span><span style="color:#111">other</span><span style="color:#111">.</span><span style="color:#111">transform</span> <span style="color:#111">==</span> <span style="color:#111">player</span><span style="color:#111">)</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">m_IsPlayerInRange</span> <span style="color:#111">=</span> <span style="color:#00a8c8">true</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>    <span style="color:#75715e">// 碰撞体相离</span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">void</span> <span style="color:#111">OnTriggerExit</span><span style="color:#111">(</span><span style="color:#111">Collider</span> <span style="color:#111">other</span><span style="color:#111">)</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>        <span style="color:#00a8c8">if</span> <span style="color:#111">(</span><span style="color:#111">other</span><span style="color:#111">.</span><span style="color:#111">transform</span> <span style="color:#111">==</span> <span style="color:#111">player</span><span style="color:#111">)</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">m_IsPlayerInRange</span> <span style="color:#111">=</span> <span style="color:#00a8c8">false</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">void</span> <span style="color:#111">Update</span><span style="color:#111">()</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>        <span style="color:#00a8c8">if</span> <span style="color:#111">(</span><span style="color:#111">m_IsPlayerInRange</span><span style="color:#111">)</span> <span style="color:#75715e">// 玩家进入视线</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>            <span style="color:#75715e">// 玩家位置 - 石像鬼位置 = 石像鬼到玩家的方向</span>
</span></span><span style="display:flex;"><span>            <span style="color:#75715e">// Vector3.up 只是为了微调石像鬼位置，因为原点transform.position在脚下，而眼睛在上方</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">Vector3</span> <span style="color:#111">direction</span> <span style="color:#111">=</span> <span style="color:#111">player</span><span style="color:#111">.</span><span style="color:#111">position</span> <span style="color:#111">-</span> <span style="color:#111">transform</span><span style="color:#111">.</span><span style="color:#111">position</span> <span style="color:#111">+</span> <span style="color:#111">Vector3</span><span style="color:#111">.</span><span style="color:#111">up</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>            <span style="color:#75715e">// 从石像鬼位置向 石像鬼到玩家的方向 创建一条射线</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">Ray</span> <span style="color:#111">ray</span> <span style="color:#111">=</span> <span style="color:#00a8c8">new</span> <span style="color:#111">Ray</span><span style="color:#111">(</span><span style="color:#111">transform</span><span style="color:#111">.</span><span style="color:#111">position</span><span style="color:#111">,</span> <span style="color:#111">direction</span><span style="color:#111">);</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">RaycastHit</span> <span style="color:#111">raycastHit</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>            <span style="color:#75715e">// 用物理系统投射这条射线，判断碰撞的对象</span>
</span></span><span style="display:flex;"><span>            <span style="color:#00a8c8">if</span> <span style="color:#111">(</span><span style="color:#111">Physics</span><span style="color:#111">.</span><span style="color:#111">Raycast</span><span style="color:#111">(</span><span style="color:#111">ray</span><span style="color:#111">,</span> <span style="color:#00a8c8">out</span> <span style="color:#111">raycastHit</span><span style="color:#111">))</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>                <span style="color:#75715e">// 有可能碰撞的是墙壁（视线范围大，中间有墙壁，墙壁后是玩家），所以需要判断</span>
</span></span><span style="display:flex;"><span>                <span style="color:#00a8c8">if</span> <span style="color:#111">(</span><span style="color:#111">raycastHit</span><span style="color:#111">.</span><span style="color:#111">collider</span><span style="color:#111">.</span><span style="color:#111">transform</span> <span style="color:#111">==</span> <span style="color:#111">player</span><span style="color:#111">)</span>
</span></span><span style="display:flex;"><span>                <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>                    <span style="color:#75715e">// 调用 gameEnding 的方法，如 CaughtPlayer</span>
</span></span><span style="display:flex;"><span>                    <span style="color:#75715e">// GameEnding.cs 修改如下</span>
</span></span><span style="display:flex;"><span>                    <span style="color:#75715e">// 1.添加一个被抓到的bool变量，CaughtPlayer方法修改这个变量</span>
</span></span><span style="display:flex;"><span>                    <span style="color:#75715e">// 2.if (m_IsPlayerAtExit)逻辑增加 else if (被抓) 调用重构的 EndLevel 方法</span>
</span></span><span style="display:flex;"><span>                    <span style="color:#75715e">// 3.EndLevel方法重构为(CanvasGroup cs, bool restart) {  }</span>
</span></span><span style="display:flex;"><span>                    <span style="color:#75715e">// 4.被抓时的 restart 为 true ，内部执行 SceneManager.LoadScene(0);</span>
</span></span><span style="display:flex;"><span>                <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span><span style="color:#111">}</span>
</span></span></code></pre></div><ol start="3">
<li>补齐一些改动后在 Inspector 中的赋值</li>
</ol>
<h2 id="实现被石像鬼抓住2">实现被石像鬼抓住2</h2>
<p>确保图片资源在 Assets/Resources 中，下面以逻辑来实现对图片资源的加载和使用</p>
<p>修改 GameEnding.cs</p>
<div class="highlight"><pre tabindex="0" style="color:#272822;background-color:#fafafa;-moz-tab-size:4;-o-tab-size:4;tab-size:4;"><code class="language-cs" data-lang="cs"><span style="display:flex;"><span><span style="color:#00a8c8">public</span> <span style="color:#111">Image</span> <span style="color:#111">image</span><span style="color:#111">;</span> <span style="color:#75715e">// 结束时的图片对象，如 ExitImage 拖拽赋值</span>
</span></span><span style="display:flex;"><span><span style="color:#111">Sprite</span> <span style="color:#111">spriteCaught</span><span style="color:#111">;</span> <span style="color:#75715e">// 被抓图片</span>
</span></span><span style="display:flex;"><span><span style="color:#111">Sprite</span> <span style="color:#111">spriteWon</span><span style="color:#111">;</span> <span style="color:#75715e">// 胜利图片</span>
</span></span><span style="display:flex;"><span>
</span></span><span style="display:flex;"><span><span style="color:#00a8c8">void</span> <span style="color:#111">Start</span><span style="color:#111">()</span> <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>  <span style="color:#111">spriteCaught</span> <span style="color:#111">=</span> <span style="color:#111">Resources</span><span style="color:#111">.</span><span style="color:#111">Load</span><span style="color:#111">&lt;</span><span style="color:#111">Sprite</span><span style="color:#111">&gt;(</span><span style="color:#d88200">&#34;Caught&#34;</span><span style="color:#111">);</span> <span style="color:#75715e">// 加载资源</span>
</span></span><span style="display:flex;"><span>  <span style="color:#111">spriteWon</span> <span style="color:#111">=</span> <span style="color:#111">Resources</span><span style="color:#111">.</span><span style="color:#111">Load</span><span style="color:#111">&lt;</span><span style="color:#111">Sprite</span><span style="color:#111">&gt;(</span><span style="color:#d88200">&#34;Won&#34;</span><span style="color:#111">);</span> <span style="color:#75715e">// 加载资源</span>
</span></span><span style="display:flex;"><span><span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>
</span></span><span style="display:flex;"><span><span style="color:#00a8c8">void</span> <span style="color:#111">EndLevel</span><span style="color:#111">(</span><span style="color:#111">Sprite</span> <span style="color:#111">sprite</span><span style="color:#111">,</span> <span style="color:#00a8c8">bool</span> <span style="color:#111">restart</span><span style="color:#111">)</span> <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>  <span style="color:#75715e">// ...</span>
</span></span><span style="display:flex;"><span>  <span style="color:#111">image</span><span style="color:#111">.</span><span style="color:#111">sprite</span> <span style="color:#111">=</span> <span style="color:#111">sprite</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>  <span style="color:#75715e">// ...  </span>
</span></span><span style="display:flex;"><span><span style="color:#111">}</span>
</span></span></code></pre></div><h2 id="添加幽灵敌人">添加幽灵敌人</h2>
<ol>
<li>从 Assets/Models/Characters/Ghost.fbx 创建对象</li>
<li>在 Assets/Animation/Animators/ 创建 Ghost.controller</li>
<li>将 <a href="mailto:Assets/Animation/Animation/Ghost@Walk.fbx">Assets/Animation/Animation/Ghost@Walk.fbx</a> 拖拽到 Ghost.controller 的 Animator 窗口中，和 Entry 相连</li>
<li>将 Ghost.controller 拖拽到 Ghost 对象的 Inspector 的 Controller 中</li>
<li>添加 Capsule Collider ，调整碰撞体范围。添加 Rigidbody 组件，取消 Is Kinematic 勾选（碰撞上去不会被弹开，因为是幽灵）</li>
<li>将石像鬼的 PointOfView 做成预制体，然后对 Ghost 的预制体添加 PointOfView ，修改 PointOfView 的 Position Y 为 0.75 ， Rotation X 为 0 （预制体的 Transform 不会覆盖）</li>
<li>Ghost 对象做成预制体，添加石像鬼类似的视线检测功能和结束游戏</li>
<li>Ghost 预制体添加 Nav Mesh Agent 组件，修改 Speed 为 1.5 ；修改 Radius 为 0.25 同碰撞体的大小；修改 Height 为 1.2 同碰撞体的大小；修改 Stopping Distance 为 0.2 避免浮点 0 的相等问题。添加一个 WaypointPatrol 脚本</li>
</ol>
<div class="highlight"><pre tabindex="0" style="color:#272822;background-color:#fafafa;-moz-tab-size:4;-o-tab-size:4;tab-size:4;"><code class="language-cs" data-lang="cs"><span style="display:flex;"><span><span style="color:#00a8c8">using</span> <span style="color:#111">UnityEngine</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span><span style="color:#00a8c8">using</span> <span style="color:#111">UnityEngine.AI</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>
</span></span><span style="display:flex;"><span><span style="color:#00a8c8">public</span> <span style="color:#00a8c8">class</span> <span style="color:#75af00">WaypointPatrol</span> <span style="color:#111">:</span> <span style="color:#111">MonoBehaviour</span>
</span></span><span style="display:flex;"><span><span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">NavMeshAgent</span> <span style="color:#111">navMeshAgent</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">public</span> <span style="color:#111">Transform</span><span style="color:#111">[]</span> <span style="color:#111">waypoints</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">int</span> <span style="color:#111">m_CurrentWaypointIndex</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">void</span> <span style="color:#111">Start</span><span style="color:#111">()</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">navMeshAgent</span> <span style="color:#111">=</span> <span style="color:#111">GetComponent</span><span style="color:#111">&lt;</span><span style="color:#111">NavMeshAgent</span><span style="color:#111">&gt;();</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">navMeshAgent</span><span style="color:#111">.</span><span style="color:#111">SetDestination</span><span style="color:#111">(</span><span style="color:#111">waypoints</span><span style="color:#111">[</span><span style="color:#ae81ff">0</span><span style="color:#111">].</span><span style="color:#111">position</span><span style="color:#111">);</span> <span style="color:#75715e">// 启动时向第一个目的地移动</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>
</span></span><span style="display:flex;"><span>    <span style="color:#00a8c8">void</span> <span style="color:#111">Update</span><span style="color:#111">()</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>        <span style="color:#75715e">// 已经到达目的地</span>
</span></span><span style="display:flex;"><span>        <span style="color:#00a8c8">if</span> <span style="color:#111">(</span><span style="color:#111">navMeshAgent</span><span style="color:#111">.</span><span style="color:#111">remainingDistance</span> <span style="color:#111">&lt;</span> <span style="color:#111">navMeshAgent</span><span style="color:#111">.</span><span style="color:#111">stoppingDistance</span><span style="color:#111">)</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">{</span>
</span></span><span style="display:flex;"><span>            <span style="color:#75715e">// 切换到下一个目的地，循环切换</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">m_CurrentWaypointIndex</span> <span style="color:#111">=</span> <span style="color:#111">(</span><span style="color:#111">m_CurrentWaypointIndex</span> <span style="color:#111">+</span> <span style="color:#ae81ff">1</span><span style="color:#111">)</span> <span style="color:#111">%</span> <span style="color:#111">waypoints</span><span style="color:#111">.</span><span style="color:#111">Length</span><span style="color:#111">;</span>
</span></span><span style="display:flex;"><span>            <span style="color:#111">navMeshAgent</span><span style="color:#111">.</span><span style="color:#111">SetDestination</span><span style="color:#111">(</span><span style="color:#111">waypoints</span><span style="color:#111">[</span><span style="color:#111">m_CurrentWaypointIndex</span><span style="color:#111">].</span><span style="color:#111">position</span><span style="color:#111">);</span>
</span></span><span style="display:flex;"><span>        <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span>    <span style="color:#111">}</span>
</span></span><span style="display:flex;"><span><span style="color:#111">}</span>
</span></span></code></pre></div><ol start="9">
<li>在 Hierarchy 中创建几个空对象，按照 Waypoint1 Waypoint2 这样的命名，分别设置到不同的位置，也就是这个幽灵移动的目标点，其中第一个习惯与当前 Ghost 对象的位置一致。然后将这些点拖拽到 Ghost 对象的 Inspector 的 Waypoints 中</li>
<li>启动游戏就能看到 Ghost 在这些点上来回移动</li>
</ol>


    


                    
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